diff options
Diffstat (limited to 'source/gameengine/GamePlayer/common/GPC_RenderTools.cpp')
-rw-r--r-- | source/gameengine/GamePlayer/common/GPC_RenderTools.cpp | 498 |
1 files changed, 498 insertions, 0 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp new file mode 100644 index 00000000000..329cf1c4bad --- /dev/null +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp @@ -0,0 +1,498 @@ +/** + * $Id$ + * + * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. The Blender + * Foundation also sells licenses for use in proprietary software under + * the Blender License. See http://www.blender.org/BL/ for information + * about this. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL/BL DUAL LICENSE BLOCK ***** + */ + + +#ifdef WIN32 +#pragma warning (disable : 4786) +#include <windows.h> +#endif + +#include <GL/gl.h> +#include <iostream> + +#include "GPC_RenderTools.h" + +#include "RAS_IRenderTools.h" +#include "RAS_IRasterizer.h" +#include "RAS_LightObject.h" +#include "RAS_ICanvas.h" + +// next two includes/dependencies come from the shadow feature +// it needs the gameobject and the sumo physics scene for a raycast +#include "KX_GameObject.h" + +#include "GPC_PolygonMaterial.h" +#include "Value.h" + +//#include "KX_BlenderGL.h" // for text printing +//#include "KX_BlenderClientObject.h" +#include "STR_String.h" +#include "RAS_BucketManager.h" // for polymaterial (needed for textprinting) + + +// Blender includes +/* This list includes only data type definitions */ +#include "DNA_object_types.h" +#include "DNA_material_types.h" +#include "DNA_image_types.h" +#include "DNA_lamp_types.h" +#include "DNA_group_types.h" +#include "DNA_scene_types.h" +#include "DNA_camera_types.h" +#include "DNA_property_types.h" +#include "DNA_text_types.h" +#include "DNA_sensor_types.h" +#include "DNA_controller_types.h" +#include "DNA_actuator_types.h" +#include "DNA_mesh_types.h" +#include "DNA_view3d_types.h" +#include "DNA_world_types.h" + +#include "BKE_global.h" +#include "BKE_image.h" +#include "BKE_bmfont.h" +#include "BKE_bmfont_types.h" +#include "BKE_main.h" + +#include "IMB_imbuf_types.h" +// End of Blender includes + + +GPC_RenderTools::GPC_RenderTools() +{ + m_font = BMF_GetFont(BMF_kHelvetica10); +} + + +GPC_RenderTools::~GPC_RenderTools() +{ +} + + +void GPC_RenderTools::EndFrame(RAS_IRasterizer* rasty) +{ +} + + +void GPC_RenderTools::BeginFrame(RAS_IRasterizer* rasty) +{ + m_clientobject=NULL; + m_modified=true; + DisableOpenGLLights(); + +} + +int GPC_RenderTools::ProcessLighting(int layer) +{ + int result = false; + + if (layer < 0) + { + DisableOpenGLLights(); + result = false; + } else + { + if (m_clientobject) + { + if (applyLights(layer)) + { + EnableOpenGLLights(); + result = true; + } else + { + DisableOpenGLLights(); + result = false; + } + } + } + return result; +} + + +void GPC_RenderTools::RenderText2D(RAS_TEXT_RENDER_MODE mode, + const char* text, + int xco, + int yco, + int width, + int height) +{ + STR_String tmpstr(text); + int lines; + char* s = tmpstr.Ptr(); + char* p; + + // Save and change OpenGL settings + int texture2D; + glGetIntegerv(GL_TEXTURE_2D, (GLint*)&texture2D); + glDisable(GL_TEXTURE_2D); + int fog; + glGetIntegerv(GL_FOG, (GLint*)&fog); + glDisable(GL_FOG); + + // Set up viewing settings + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, width, 0, height, -1, 1); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + // Actual drawing + unsigned char colors[2][3] = { + {0x00, 0x00, 0x00}, + {0xFF, 0xFF, 0xFF} + }; + int numTimes = mode == RAS_TEXT_PADDED ? 2 : 1; + for (int i = 0; i < numTimes; i++) { + glColor3ub(colors[i][0], colors[i][1], colors[i][2]); + glRasterPos2i(xco, yco); + for (p = s, lines = 0; *p; p++) { + if (*p == '\n') + { + lines++; + glRasterPos2i(xco, yco-(lines*18)); + } + BMF_DrawCharacter(m_font, *p); + } + xco += 1; + yco += 1; + } + + // Restore view settings + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + + // Restore OpenGL Settings + fog ? ::glEnable(GL_FOG) : ::glDisable(GL_FOG); + texture2D ? ::glEnable(GL_TEXTURE_2D) : ::glDisable(GL_TEXTURE_2D); +} + +/** + * Copied from KX_BlenderRenderTools.cpp in KX_blenderhook + * Renders text into a (series of) polygon(s), using a texture font, + * Each character consists of one polygon (one quad or two triangles) + */ +void GPC_RenderTools::RenderText( + int mode, + RAS_IPolyMaterial* polymat, + float v1[3], float v2[3], float v3[3], float v4[3]) +{ + STR_String mytext = ((CValue*)m_clientobject)->GetPropertyText("Text"); + + GPC_PolygonMaterial* blenderpoly = (GPC_PolygonMaterial*)polymat; + struct TFace* tface = blenderpoly->GetTFace(); + + BL_RenderText(mode, mytext, mytext.Length(), tface, v1, v2, v3, v4); +} + + + +/** + * Copied from KX_BlenderGL.cpp in KX_blenderhook + */ +void GPC_RenderTools::BL_RenderText( + int mode, + const char* textstr, + int textlen, + struct TFace* tface, + float v1[3],float v2[3],float v3[3],float v4[3]) +{ + struct Image* ima; + + if (mode & TF_BMFONT) { + //char string[MAX_PROPSTRING]; +// float tmat[4][4]; + int characters, index, character; + float centerx, centery, sizex, sizey, transx, transy, movex, movey, advance; + +// bProperty *prop; + + // string = "Frank van Beek"; + + characters = textlen; + + ima = (struct Image*) tface->tpage; + if (ima == NULL) { + characters = 0; + } + + glPushMatrix(); + for (index = 0; index < characters; index++) { + // lets calculate offset stuff + character = textstr[index]; + + // space starts at offset 1 + // character = character - ' ' + 1; + + matrixGlyph(ima->ibuf, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance); + + glBegin(GL_POLYGON); + // printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], ); + // glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy); + glTexCoord2f((tface->uv[0][0] - centerx) * sizex + transx, (tface->uv[0][1] - centery) * sizey + transy); + + BL_spack(tface->col[0]); + // glVertex3fv(v1); + glVertex3f(sizex * v1[0] + movex, sizey * v1[1] + movey, v1[2]); + + glTexCoord2f((tface->uv[1][0] - centerx) * sizex + transx, (tface->uv[1][1] - centery) * sizey + transy); + BL_spack(tface->col[1]); + // glVertex3fv(v2); + glVertex3f(sizex * v2[0] + movex, sizey * v2[1] + movey, v2[2]); + + glTexCoord2f((tface->uv[2][0] - centerx) * sizex + transx, (tface->uv[2][1] - centery) * sizey + transy); + BL_spack(tface->col[2]); + // glVertex3fv(v3); + glVertex3f(sizex * v3[0] + movex, sizey * v3[1] + movey, v3[2]); + + if(v4) { + // glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, 1.0 - (1.0 - tface->uv[3][1]) * sizey - transy); + glTexCoord2f((tface->uv[3][0] - centerx) * sizex + transx, (tface->uv[3][1] - centery) * sizey + transy); + BL_spack(tface->col[3]); + // glVertex3fv(v4); + glVertex3f(sizex * v4[0] + movex, sizey * v4[1] + movey, v4[2]); + } + glEnd(); + + glTranslatef(advance, 0.0, 0.0); + } + glPopMatrix(); + + } +} + + +RAS_IPolyMaterial* GPC_RenderTools::CreateBlenderPolyMaterial( + const STR_String &texname, + bool ba,const STR_String& matname,int tile,int tilexrep,int tileyrep,int mode,int transparant,int lightlayer + ,bool bIsTriangle,void* clientobject,void* tface) +{ + return new GPC_PolygonMaterial(texname, ba,matname,tile,tilexrep,tileyrep, + mode,transparant,lightlayer,bIsTriangle,clientobject,tface); +} + + +int GPC_RenderTools::applyLights(int objectlayer) +{ +// taken from blender source, incompatibility between Blender Object / GameObject + + int count; + float vec[4]; + + vec[3]= 1.0; + + for(count=0; count<8; count++) + glDisable((GLenum)(GL_LIGHT0+count)); + + count= 0; + + //std::vector<struct RAS_LightObject*> m_lights; + std::vector<struct RAS_LightObject*>::iterator lit = m_lights.begin(); + + + for (lit = m_lights.begin(); !(lit==m_lights.end()); ++lit) + { + RAS_LightObject* lightdata = (*lit); + if (lightdata->m_layer & objectlayer) + { + + glPushMatrix(); + glLoadMatrixf(m_viewmat); + + + vec[0] = (*(lightdata->m_worldmatrix))(0,3); + vec[1] = (*(lightdata->m_worldmatrix))(1,3); + vec[2] = (*(lightdata->m_worldmatrix))(2,3); + vec[3] = 1; + + + if(lightdata->m_type==RAS_LightObject::LIGHT_SUN) { + + vec[0] = (*(lightdata->m_worldmatrix))(0,2); + vec[1] = (*(lightdata->m_worldmatrix))(1,2); + vec[2] = (*(lightdata->m_worldmatrix))(2,2); + //vec[0]= base->object->obmat[2][0]; + //vec[1]= base->object->obmat[2][1]; + //vec[2]= base->object->obmat[2][2]; + vec[3]= 0.0; + glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); + } + else { + //vec[3]= 1.0; + glLightfv((GLenum)(GL_LIGHT0+count), GL_POSITION, vec); + glLightf((GLenum)(GL_LIGHT0+count), GL_CONSTANT_ATTENUATION, 1.0); + glLightf((GLenum)(GL_LIGHT0+count), GL_LINEAR_ATTENUATION, lightdata->m_att1/lightdata->m_distance); + // without this next line it looks backward compatible. + //attennuation still is acceptable + // glLightf((GLenum)(GL_LIGHT0+count), GL_QUADRATIC_ATTENUATION, la->att2/(la->dist*la->dist)); + + if(lightdata->m_type==RAS_LightObject::LIGHT_SPOT) { + vec[0] = -(*(lightdata->m_worldmatrix))(0,2); + vec[1] = -(*(lightdata->m_worldmatrix))(1,2); + vec[2] = -(*(lightdata->m_worldmatrix))(2,2); + //vec[0]= -base->object->obmat[2][0]; + //vec[1]= -base->object->obmat[2][1]; + //vec[2]= -base->object->obmat[2][2]; + glLightfv((GLenum)(GL_LIGHT0+count), GL_SPOT_DIRECTION, vec); + glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, lightdata->m_spotsize/2.0); + glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_EXPONENT, 128.0*lightdata->m_spotblend); + } + else glLightf((GLenum)(GL_LIGHT0+count), GL_SPOT_CUTOFF, 180.0); + } + + vec[0]= lightdata->m_energy*lightdata->m_red; + vec[1]= lightdata->m_energy*lightdata->m_green; + vec[2]= lightdata->m_energy*lightdata->m_blue; + vec[3]= 1.0; + glLightfv((GLenum)(GL_LIGHT0+count), GL_DIFFUSE, vec); + glLightfv((GLenum)(GL_LIGHT0+count), GL_SPECULAR, vec); + glEnable((GLenum)(GL_LIGHT0+count)); + + glPopMatrix(); + + count++; + if(count>7) + break; + } + } + + return count; + +} + + +void GPC_RenderTools::applyTransform(RAS_IRasterizer* rasty,double* oglmatrix,int objectdrawmode ) +{ + if (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED || + objectdrawmode & RAS_IPolyMaterial::BILLBOARD_AXISALIGNED) + { + // rotate the billboard/halo + //page 360/361 3D Game Engine Design, David Eberly for a discussion + // on screen aligned and axis aligned billboards + // assumed is that the preprocessor transformed all billboard polygons + // so that their normal points into the positive x direction (1.0 , 0.0 , 0.0) + // when new parenting for objects is done, this rotation + // will be moved into the object + + MT_Point3 objpos (oglmatrix[12],oglmatrix[13],oglmatrix[14]); + MT_Point3 campos = rasty->GetCameraPosition(); + MT_Vector3 dir = (campos - objpos).safe_normalized(); + MT_Vector3 up(0,0,1.0); + + KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; + // get scaling of halo object + MT_Vector3 size = gameobj->GetSGNode()->GetLocalScale(); + + bool screenaligned = (objectdrawmode & RAS_IPolyMaterial::BILLBOARD_SCREENALIGNED)!=0;//false; //either screen or axisaligned + if (screenaligned) + { + up = (up - up.dot(dir) * dir).safe_normalized(); + } else + { + dir = (dir - up.dot(dir)*up).safe_normalized(); + } + + MT_Vector3 left = dir.normalized(); + dir = (left.cross(up)).normalized(); + + // we have calculated the row vectors, now we keep + // local scaling into account: + + left *= size[0]; + dir *= size[1]; + up *= size[2]; + double maat[16]={ + left[0], left[1],left[2], 0, + dir[0], dir[1],dir[2],0, + up[0],up[1],up[2],0, + 0,0,0,1}; + glTranslated(objpos[0],objpos[1],objpos[2]); + glMultMatrixd(maat); + + } else + { + if (objectdrawmode & RAS_IPolyMaterial::SHADOW) + { + // shadow must be cast to the ground, physics system needed here! + KX_GameObject* gameobj = (KX_GameObject*) this->m_clientobject; + MT_Point3 frompoint(oglmatrix[12],oglmatrix[13],oglmatrix[14]); + MT_Vector3 direction = MT_Vector3(0,0,-1); + + + direction.normalize(); + direction *= 100000; + + MT_Point3 topoint = frompoint + direction; + MT_Point3 resultpoint; + MT_Vector3 resultnormal; + + //todo: replace by physicsenvironment raycast + + //SM_Scene* scene = (SM_Scene*) m_auxilaryClientInfo; + + SM_Object* hitObj = 0; + //scene->rayTest(gameobj->GetSumoObject(),frompoint,topoint, + // resultpoint, resultnormal); + + + if (hitObj) + { + MT_Vector3 left(oglmatrix[0],oglmatrix[1],oglmatrix[2]); + MT_Vector3 dir = -(left.cross(resultnormal)).normalized(); + left = (dir.cross(resultnormal)).normalized(); + // for the up vector, we take the 'resultnormal' returned by the physics + + double maat[16]={ + left[0], left[1],left[2], 0, + dir[0], dir[1],dir[2],0, + resultnormal[0],resultnormal[1],resultnormal[2],0, + 0,0,0,1}; + glTranslated(resultpoint[0],resultpoint[1],resultpoint[2]); + glMultMatrixd(maat); + // glMultMatrixd(oglmatrix); + } else + { + glMultMatrixd(oglmatrix); + } + + + } else + { + + // 'normal' object + glMultMatrixd(oglmatrix); + } + } +} |